//=============================================================================
//     _   _                               ____                _  _          
//    | | | |  __ _  _ __   _ __   _   _  / ___|  _ __   _ __ (_)| |_   ___ 
//    | |_| | / _` || '_ \ | '_ \ | | | | \___ \ | '_ \ | '__|| || __| / _ \
//    |  _  || (_| || |_) || |_) || |_| |  ___) || |_) || |   | || |_ |  __/
//    |_| |_| \__,_|| .__/ | .__/  \__, | |____/ | .__/ |_|   |_| \__| \___|
//                  |_|    |_|     |___/         |_|                         
//
//                     HappySprite - We make sprites happy
//
// Copyright (c) 2007 by Tank Monkey Games
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//=============================================================================

using System;
using System.Collections.Generic;
using System.Text;

namespace HappySprite.Simulation
{
    // An O(n^2) broadphase
    public class SimpleBroadphase : Broadphase
    {
        List<Body> items = new List<Body>();

        public override void Add(Body item)
        {
            items.Add(item);
        }

        public override void Update(Body item)
        {
        }

        public override void Remove(Body item)
        {
            items.Remove(item);
        }

        public override void DetectPotentialCollisions()
        {
            // Check each item against each other
            for (int i = 0; i < items.Count - 1; i++)
            {
                for (int j = i + 1; j < items.Count; j++)
                {
                    Body u = items[i];
                    Body v = items[j];

                    // No collision if one is empty shape
                    if (u.CollisionShape == CollisionShape.Empty
                        || v.CollisionShape == CollisionShape.Empty)
                        continue;

                    // Check group and masks
                    if (!Body.CollisionCheck(u, v))
                        continue;

                    // AABB Overlap
                    if (u.Bounds.Intersects(v.Bounds))
                        CallPotentialCollisionCallback(u, v);
                }
            }
        }
    }
}
